require('Actor/ActorCommon') local interactionActorProxy = require('Actor/Interaction/InteractionActorProxy') local TestInteractionActor = class("TestInteractionActor", interactionActorProxy) function tablelength(T) local count = 0 for _ in pairs(T) do count = count + 1 end return count end function print_r ( t ) local print_r_cache={} local function sub_print_r(t,indent) if (print_r_cache[tostring(t)]) then CS.UnityEngine.Debug.Log(indent.."*"..tostring(t)) else print_r_cache[tostring(t)]=true if (type(t)=="table") then for pos,val in pairs(t) do if (type(val)=="table") then CS.UnityEngine.Debug.Log(indent.."["..pos.."] => "..tostring(t).." {") sub_print_r(val,indent..string.rep(" ",string.len(pos)+8)) CS.UnityEngine.Debug.Log(indent..string.rep(" ",string.len(pos)+6).."}") elseif (type(val)=="string") then CS.UnityEngine.Debug.Log(indent.."["..pos..'] => "'..val..'"') else CS.UnityEngine.Debug.Log(indent.."["..pos.."] => "..tostring(val)) end end else CS.UnityEngine.Debug.Log(indent..tostring(t)) end end end if (type(t)=="table") then CS.UnityEngine.Debug.Log(tostring(t).." {") sub_print_r(t," ") CS.UnityEngine.Debug.Log("}") else sub_print_r(t," ") end end function TestInteractionActor:OnInterStart(interCnt) if interCnt == 1 then print_r(actorMgr.ActorDic) local Gaia = actorMgr:GetActor("1005") Gaia:SetPos(M.Pos(1, 2, 3)) elseif interCnt == 2 then CS.UnityEngine.Debug.Log('hello world111') end end return TestInteractionActor